• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. đź”—Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
Flux
Reaction score
137

Profile posts Latest activity Postings Experience Media Albums Resources About Medals

  • ----------
    Got unmotivated to work on it because didn't saw potential.
    ----------
    Oh.. It always happens.

    ----------
    Anyway, I tried uploading it but it always failed because of my network condition. You'll have it when my internet got miraculously fast.
    ----------
    Okay, no need to rush. :)
    Sorry, but I don't know that. I didn't even watch any movie of batman. Anyways, about the shadow fiend wars, do you still have it? I saw this:

    ----------
    Oh, this project is pretty much cancelled due to lack of time. Anyone who wants the unfinished map can have it. Just VM or PM me.
    ----------
    you have quite the collection of trigger spells.

    once I spend a week looking at all your stuff, I shall return with questions...
    Wow thanks a lot really.
    I honestly don't know how should I fixed it when I tested the map.
    I got an issue when I activated the Overwhelming Chaste then I used Sleight of Fist it doesn't do damage and after casting it. It becomes invulnerable and unable to move until the Overwhelming Chaste duration goes off.

    Also how do I make her normally damage creeps and not reduced damage when using Sleight of Fist?
    Well it you play that models animation and make sure its invisible and no reveal or magic sentry nearby then only mh'ers will see/detect it and they will crash.
    Hello there I tried importing the your Sleight of Fist map and I can't save the because it keeps displaying its message. Both the trigger and required system displays an error.

    We have many multi year members who have not updated the email registered to their account. A few days ago our email server was disabled due to a "high bounce rate" which means that emails were being sent to too many invalid addresses. This was an initiative to fix that.
    I just didn't agree with the center-based inclusion.
    The calculation itself can happen with center to center approach, too, yeah, if you correctly manipulate the reference.
    For me, working with min/max was easier, though.
    Thanks!
    I'm a little tired, but I might just be able to solve it all today! :)
    (Except for my own resources, and the ones that already have other moderators assigned.)
    A
    Hm, I will see..
    Thanks for the suggestion though, a function might be something I can use
    A
    Hm, dunno, makes variable manager messier, doesn't it.
    A
    Yes, that's the best way I currently see to reduce import data, object data and global variables.

    By the way, how can I create constants in Jass ?
    A
    Yup, that works for effects, but not for models with pathing, sadly.

    That's the reason I need to merge models, so I can play their animation/variation via an index.
    A
    It requires me to re-write it to consider each unit type, doesn't it ?
    A
    Yup, due to variety reasons.
    Example: A wall unit. To not make everything look the same, I would have to create variations
    and in the best case they would all be within one model.
    I can, though I generally leave that to bPower and when IcemanBo was doing it since they had more experience dealing with it specifically - the external music system for example was a vJASS one I went over
    Yes I agree with you, but KillUnit is widespread in submissions of our database.
    No-one ever complained, so I guess it's an hypothetical problem.
    Nothing where we have to intervene.
    Probably timed life is the better choice.
    But as I said KillUnit is also ok, if one is aware of the side effects.
    KillUnit makes units appear in groups filled with GroupEnumUnitInRange.
    I realised it when I made Missile, as the onCollide method was called,
    while there was no visible unit on screen.

    It seems that KillUnit updates some internal data related to the locust effect.
    I didn't run any further tests about it.

    I wouldn't say that the function shouldn't be used, but it requires a proper unit filter.
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Top